
varying vec3 normal;		// vertex normal
varying vec3 posEye;		// vertex in eye space

void main(void)
{
	// compute vertex normal
	normal = normalize(gl_NormalMatrix * gl_Normal);
	
	// compute vertex pos
	vec4 p = gl_ModelViewMatrix * gl_Vertex;
	posEye = p.xyz;

	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_Position = ftransform();
}

